Posted - 2012.02.09 16:07:00 -
[62] - Quote
For the noobish inclined (aka me.):Can somebody give a quick tutorial on how to work this magnificent piece of coding? Explain it as if you were talking to a dog, won't be offended.

From my understanding:

1st Step: Open the Update Prices Tab and press Import Prices2: go to Manufacturing List Tab and press Preview Item List3: Press Calculate4: At a loss what to do now...

For the noobish inclined (aka me.):Can somebody give a quick tutorial on how to work this magnificent piece of coding? Explain it as if you were talking to a dog, won't be offended.

From my understanding:

1st Step: Open the Update Prices Tab and press Import Prices2: go to Manufacturing List Tab and press Preview Item List3: Press Calculate4: At a loss what to do now...

Can somebody give me an example 'How to?'

Thank you VERY much!

1 is correct. For quick and dirty testing make sure "Jita" trade hub system is checked and you can just price import on Minium Sell. The program has a lot of different settings as you can see but keep it simple while you learn!2: Go to the Blueprints tab, on the top left area of this tab check the "Selected Blueprint" list. Type in the name of any blueprint in the game and click on it. This will populate the rest of the tab with information regarding this blueprint, such as how much it costs to make, how long it takes to build, etc. 3: Find profitable blueprint and build it!--You need to know which blueprints are profitable to actually make, and due to the massive amount of things you can build in EVE, it'd be very ineffective to check them each one by one on the blueprints tab. This is where the Manufacturing list comes in. You can set filters for what you want the list to show. For example, the "Tech" checkboxes on the manufacturing list tab, will only show tech1-3 items if selected. If you only want to build tech1 stuff, and want to see what's profitable for T1, make sure only T1 is checked. Want to see if there's profitable T1 ships to build? Check the "Tech 1" filter, and ensure the "Ships" blueprint type is checked. Once you have your filters set, you can click "Calculate" and the program will generate a very large list of every item that meets the filters, and it will calculate how much it costs to make/sale price. Once it's done it'll even give you a sorted list of products(You can change the sort order with the "Sort By:" radio button).

Thanks for your response. So are you saying I shouldn't put too much weight into that number at all?

Medium Core Defence Field Extender II - Using Tuning Instructions w/ jita min sell. The result is 1 run so I leave 1 in the Runs box.

Invention Cost 17,162,149.55

Decryptor Cost: 8,162,149.55Combined data core cost: 1.1 mil - ish.

No, it's the amount that should be included in invention for the final profit calculations. So it's important.

I'll walk through what I do and people can comment/suggest/etc on my method. I want it to be as accurate as possible and this was done in previous invention calculators and I'm pretty sure it's logically correct. If not, by all means correct me.

Here are my steps:

Get the total cost of doing an invention job - Datacores, Decyptors, Fees, Meta Items, BPC cost - Call this A

Get the invention chance from skills and decryptor - Call this B

Get the number of invented runs will be on the BPC after including T1 BPC runs and decryptor - Call this C

Calculate the average cost for a success: Call this D = 1 / B. So if you have 53% chance of success, you will likely need 2 invention tries to get a success. So I normalize this for how much does it cost, approximately, to get a successful bp

Calculate the cost per success: Call this E = D * A

Calculate the total invention cost per run: IC = E / C

Now I take the invention cost and multiply it by the number of runs you have entered.

So for the data you provided, the total cost of an invention run is 9.3mil. Given the costs you give, that looks like about 53% invention success rate. So you would probably need to do more than one run for success, which gives an invention cost just under double the total mat cost for one invention run.

For the noobish inclined (aka me.):Can somebody give a quick tutorial on how to work this magnificent piece of coding? Explain it as if you were talking to a dog, won't be offended.

From my understanding:

1st Step: Open the Update Prices Tab and press Import Prices2: go to Manufacturing List Tab and press Preview Item List3: Press Calculate4: At a loss what to do now...

Can somebody give me an example 'How to?'

Thank you VERY much!

Thanks Lemonmint for a great rundown

Only thing I would suggest is to look at the blueprint management and mark a few bps as "Owned" if you own them so that you can analyze what you have vs. what you do not. Also, the Manufacturing Tab is really just a huge comparison tool to compare blueprints to one another. For instance, if you own all the BPO's to make the T1 hulls for assault ships, select "assault ships" in the Item Type Filter and it will show you which ones are more profitable than others so you can target your production to those, and not the ones that put you in red Isk. That's just one example.

However, one of the things I noticed early on is that there isn't really a way to just "Press Here, Collect Isk." There are so many possibilities and options that one could include to their manufacturing that it gets really complicated quickly to include them all. For instance, I just moved back to 0.0. TOTALLY different and I'll probably have to make some changes to take a lot of that into account or double check what I have.

So yeah, I understand that from a person new to industry it can seem overwhelming.

I think as part of this project, I'm going to try and do some video tutorials. I could write all day but I'm not sure it's going to be all that helpful - people are more visual learners anyway. But for now, just ask questions here, or chat with others in game (I did set up a chat for this purpose if necessary), or send me a mail.Maximze your Industry Potential! - Get EVE Isk per Hour!

Another feature request/suggestion. Double clicking on a raw material/component on the blueprints tab opens up the set price interface with the item filled in and ready to type in the new price. Or just a quick popup to set price. Price setting really feels "off" and a lot work, and because we're using data from market exports it's not always correct, it can take a good portion of time to set prices for an item you want to build.

I was about to suggest this "addition."

Price editing is difficult and time consuming. A quick way to change the sell price of the item itself, and its components, all from the BP page would be huge.

If I could "change" anything, it'd be this feature!

And thanks for fixing the crash bug...I got into the habit of accidently crashing it!

Another feature request/suggestion. Double clicking on a raw material/component on the blueprints tab opens up the set price interface with the item filled in and ready to type in the new price. Or just a quick popup to set price. Price setting really feels "off" and a lot work, and because we're using data from market exports it's not always correct, it can take a good portion of time to set prices for an item you want to build.

I was about to suggest this "addition."

Price editing is difficult and time consuming. A quick way to change the sell price of the item itself, and its components, all from the BP page would be huge.

If I could "change" anything, it'd be this feature!

And thanks for fixing the crash bug...I got into the habit of accidently crashing it!

Zar

Yeah, this is on the list. As is updating ME/PE data from the grid in Blueprint Management, etc.

It's not really something easy to change but I think I have a work around I can use. Hopefully soon as I now a lot of people have requested it.Maximze your Industry Potential! - Get EVE Isk per Hour!

Thanks for your response. So are you saying I shouldn't put too much weight into that number at all?

Medium Core Defence Field Extender II - Using Tuning Instructions w/ jita min sell. The result is 1 run so I leave 1 in the Runs box.

Invention Cost 17,162,149.55

Decryptor Cost: 8,162,149.55Combined data core cost: 1.1 mil - ish.

No, it's the amount that should be included in invention for the final profit calculations. So it's important.

I'll walk through what I do and people can comment/suggest/etc on my method. I want it to be as accurate as possible and this was done in previous invention calculators and I'm pretty sure it's logically correct. If not, by all means correct me.

Here are my steps:

Get the total cost of doing an invention job - Datacores, Decyptors, Fees, Meta Items, BPC cost - Call this A

Get the invention chance from skills and decryptor - Call this B

Get the number of invented runs will be on the BPC after including T1 BPC runs and decryptor - Call this C

Calculate the average cost for a success: Call this D = 1 / B. So if you have 53% chance of success, you will likely need 2 invention tries to get a success. So I normalize this for how much does it cost, approximately, to get a successful bp

Calculate the cost per success: Call this E = D * A

Calculate the total invention cost per run: IC = E / C

Now I take the invention cost and multiply it by the number of runs you have entered.

So for the data you provided, the total cost of an invention run is 9.3mil. Given the costs you give, that looks like about 53% invention success rate. So you would probably need to do more than one run for success, which gives an invention cost just under double the total mat cost for one invention run.

Thanks. It makes perfect sense and I'm glad you are including chance in the calculation. Perhaps you should note that in the hover over notes for "total invention cost".

It would also be nice is you set the number of invention attempts. Realizing that there is going to be failures I would like to know final numbers if I ran 100 attempts. Then I could see I was likely to receive 53 successes which produces x amount of items yielding x amount of profit. But, that isn't terribly difficult to calculate on my own now that I know the logic behind your invention cost.

I would like to use the soft but I'm encountering odd behavior when I update the manufacturing part.The thing after having imported the prices, I unchecked (into the manufacturing part this time), the Tech 2 and tech 3 abilities and click on Preview Item List and after that on Calculate.I get all the column SVR empty.

I think I did not miss a thing when creating my API key (I checked all the radio button), so if you have an idea about why I'm not able to update my SVR column, I would be pleased to hear about that :).

Behind a proxy? I'm not, at least I don't think, since I tried on my personnal computer at home, and even with the one I'm currently using (with a 3G key), it doesn't work, that's why I think it could come from my API key, if not I'm totally lost.

I would like to use the soft but I'm encountering odd behavior when I update the manufacturing part.The thing after having imported the prices, I unchecked (into the manufacturing part this time), the Tech 2 and tech 3 abilities and click on Preview Item List and after that on Calculate.I get all the column SVR empty.

I think I did not miss a thing when creating my API key (I checked all the radio button), so if you have an idea about why I'm not able to update my SVR column, I would be pleased to hear about that :).

Thanks.

The API you enter doesn't affect SVR data.

I get data from these locations for these purposes:

EVE API - Skills, Standings, Assets and Industry Jobs

EVE Central - Price data in the Update Prices Tab

EVE Marketeer - Average sales data for SVR

Right now the EVE Marketeer is having an issue so your updates will be spotty. Sometimes it works and sometimes it doesn't. I've made a small change that will improve the data returned and should help a little but I won't be able to do much else until the problem is fixed from EVE Marketeer.

Posted - 2012.02.10 23:21:00 -
[75] - Quote
Im sure you've got enough things to keep you busy for quite a while, but thought i might mention another feature request, its a big one, so really just mentioning as perhaps a long term goal.

Currently the shopping list contains the total total amount of materials used to manufacture whatever stuff your planning to build.

It would be useful if the shopping list had a list of materials you dont have, so take the list of materials required to make the products, subtract the materials you already have, and show that as well.

I expect it would be major feature because you would need to pull inventory data from eveapi and manage that data, it would probably make sense to add an "inventory viewer" as well, so yea, a big one i assume.

EDIT: Oh, and the total volume of stuff in shopping list would be good to, so you know if it will fit in your ship, or what ship to fly ;)

Im sure you've got enough things to keep you busy for quite a while, but thought i might mention another feature request, its a big one, so really just mentioning as perhaps a long term goal.

Currently the shopping list contains the total total amount of materials used to manufacture whatever stuff your planning to build.

It would be useful if the shopping list had a list of materials you dont have, so take the list of materials required to make the products, subtract the materials you already have, and show that as well.

I expect it would be major feature because you would need to pull inventory data from eveapi and manage that data, it would probably make sense to add an "inventory viewer" as well, so yea, a big one i assume.

EDIT: Oh, and the total volume of stuff in shopping list would be good to, so you know if it will fit in your ship, or what ship to fly ;)

Thanks

The shopping list request is common and something I'll put in soon. Been on the list for awhile.

On the total volume of stuff in Shopping List, it should be there now. Is it not working? I've been relying on this number for some time.Maximze your Industry Potential! - Get EVE Isk per Hour!

Posted - 2012.02.11 04:39:00 -
[77] - Quote
Sorry if this is already answered some where but I notice there is a place for corp blueprints. is there a way for it to auto grab this information? for all the corp blueprints available?

I'm having trouble figuring out how your program is calculating isk per hour for reactions.

So I update the prices for Jita. I have an alt in there. I write down the prices. They don't match from the program but they're pretty close. Figure it's lag regarding the market uploader thing.

I flip over to the reactions tab. I select advanced. I say to build basic compounds for components. I assume this means I plan to buy the raw materials, react them into processed materials, and react those into components.

It says I can make approx 10mil per hour if I make nano transmitters so I do the math.

NT take 100 each of sulferic acid, platinum technium or whatever, and neo merchurium or whatever. It makes 1500 NT.

Each of these takes 100 of a raw material and makes 200.

I add up the cost of one unit of each raw material I need to make all the above. It adds up to approx 150k.

Since I get 2 per 1 and for each one of those I get 15, I figure 1 of each raw mat = 30 NT. (1 => 2. 1 of 2 => 15. 1 = = > 30)My real cost divided by 30 is approx 5k. NT cost approx 6k. Thus I make 1k for each unit I produce.

Multiply this by 3000 (to get the absolute max out of my mats) I get more like 3mil per hour, way below 10mil. Where did I go wrong? How many complex reactors does it assume you are running? 2 seems like a lot already. Is there some way to make them produce more?

I'm having trouble figuring out how your program is calculating isk per hour for reactions.

So I update the prices for Jita. I have an alt in there. I write down the prices. They don't match from the program but they're pretty close. Figure it's lag regarding the market uploader thing.

I flip over to the reactions tab. I select advanced. I say to build basic compounds for components. I assume this means I plan to buy the raw materials, react them into processed materials, and react those into components.

It says I can make approx 10mil per hour if I make nano transmitters so I do the math.

NT take 100 each of sulferic acid, platinum technium or whatever, and neo merchurium or whatever. It makes 1500 NT.

Each of these takes 100 of a raw material and makes 200.

I add up the cost of one unit of each raw material I need to make all the above. It adds up to approx 150k.

Since I get 2 per 1 and for each one of those I get 15, I figure 1 of each raw mat = 30 NT. (1 => 2. 1 of 2 => 15. 1 = = > 30)My real cost divided by 30 is approx 5k. NT cost approx 6k. Thus I make 1k for each unit I produce.

Multiply this by 3000 (to get the absolute max out of my mats) I get more like 3mil per hour, way below 10mil. Where did I go wrong? How many complex reactors does it assume you are running? 2 seems like a lot already. Is there some way to make them produce more?

Thanks for the question. I'm looking at this now and trying to see if there is an error here. I'll update when I figure it out.Maximze your Industry Potential! - Get EVE Isk per Hour!

I would like to use the soft but I'm encountering odd behavior when I update the manufacturing part.The thing after having imported the prices, I unchecked (into the manufacturing part this time), the Tech 2 and tech 3 abilities and click on Preview Item List and after that on Calculate.I get all the column SVR empty.

I think I did not miss a thing when creating my API key (I checked all the radio button), so if you have an idea about why I'm not able to update my SVR column, I would be pleased to hear about that :).

Thanks.

The API you enter doesn't affect SVR data.

I get data from these locations for these purposes:

EVE API - Skills, Standings, Assets and Industry Jobs

EVE Central - Price data in the Update Prices Tab

EVE Marketeer - Average sales data for SVR

Right now the EVE Marketeer is having an issue so your updates will be spotty. Sometimes it works and sometimes it doesn't. I've made a small change that will improve the data returned and should help a little but I won't be able to do much else until the problem is fixed from EVE Marketeer.

Hi,

Sorry for my late answer and retest after the deployment you made.Actually it works now, so I think the modification you made allow me to access the data I need.

I'm having trouble figuring out how your program is calculating isk per hour for reactions.

So I update the prices for Jita. I have an alt in there. I write down the prices. They don't match from the program but they're pretty close. Figure it's lag regarding the market uploader thing.

I flip over to the reactions tab. I select advanced. I say to build basic compounds for components. I assume this means I plan to buy the raw materials, react them into processed materials, and react those into components.

It says I can make approx 10mil per hour if I make nano transmitters so I do the math.

NT take 100 each of sulferic acid, platinum technium or whatever, and neo merchurium or whatever. It makes 1500 NT.

Each of these takes 100 of a raw material and makes 200.

I add up the cost of one unit of each raw material I need to make all the above. It adds up to approx 150k.

Since I get 2 per 1 and for each one of those I get 15, I figure 1 of each raw mat = 30 NT. (1 => 2. 1 of 2 => 15. 1 = = > 30)My real cost divided by 30 is approx 5k. NT cost approx 6k. Thus I make 1k for each unit I produce.

Multiply this by 3000 (to get the absolute max out of my mats) I get more like 3mil per hour, way below 10mil. Where did I go wrong? How many complex reactors does it assume you are running? 2 seems like a lot already. Is there some way to make them produce more?

Thanks for bringing this up, I did find an error and made the update. Let me know if this looks correct.

Patch notes:

Build 2.0.4424.13591

Reactions that built Basic Compounds for Advanced Moon Materials and Complex Biochemical Reactions were incorrectly calculating IPH resulting in a much higher than normal value. This has been fixed.

Users can now enter in the number of POSs they are using for reactions. This value multipled by the fuel cost will now be the total cost of running the reactions.

Clicking on a Reaction will now show a list of the materials used to make the final item with options selected and the quantity used.

The .msi file still says it's for 2.0. Is this the most up to date install?

Yes. I only change the number for significant updates but I always rebuild the install and binary files when I commit any minor build changes.

Is that perhaps why I the autoupdater isn't running on Vista machines? (Also it wants me to uninstall everything and do a reinstall to manually update to the current version, I'm not adverse to doing this but don't want to have to reenter all my BP data).

I'm having trouble figuring out how your program is calculating isk per hour for reactions.

So I update the prices for Jita. I have an alt in there. I write down the prices. They don't match from the program but they're pretty close. Figure it's lag regarding the market uploader thing.

I flip over to the reactions tab. I select advanced. I say to build basic compounds for components. I assume this means I plan to buy the raw materials, react them into processed materials, and react those into components.

It says I can make approx 10mil per hour if I make nano transmitters so I do the math.

NT take 100 each of sulferic acid, platinum technium or whatever, and neo merchurium or whatever. It makes 1500 NT.

Each of these takes 100 of a raw material and makes 200.

I add up the cost of one unit of each raw material I need to make all the above. It adds up to approx 150k.

Since I get 2 per 1 and for each one of those I get 15, I figure 1 of each raw mat = 30 NT. (1 => 2. 1 of 2 => 15. 1 = = > 30)My real cost divided by 30 is approx 5k. NT cost approx 6k. Thus I make 1k for each unit I produce.

Multiply this by 3000 (to get the absolute max out of my mats) I get more like 3mil per hour, way below 10mil. Where did I go wrong? How many complex reactors does it assume you are running? 2 seems like a lot already. Is there some way to make them produce more?

Thanks for bringing this up, I did find an error and made the update. Let me know if this looks correct.

Patch notes:

Build 2.0.4424.13591

Reactions that built Basic Compounds for Advanced Moon Materials and Complex Biochemical Reactions were incorrectly calculating IPH resulting in a much higher than normal value. This has been fixed.

Users can now enter in the number of POSs they are using for reactions. This value multipled by the fuel cost will now be the total cost of running the reactions.

Clicking on a Reaction will now show a list of the materials used to make the final item with options selected and the quantity used.

The .msi file still says it's for 2.0. Is this the most up to date install?

Yes. I only change the number for significant updates but I always rebuild the install and binary files when I commit any minor build changes.

Is that perhaps why I the autoupdater isn't running on Vista machines? (Also it wants me to uninstall everything and do a reinstall to manually update to the current version, I'm not adverse to doing this but don't want to have to reenter all my BP data).

I'm not sure why the updater won't run on Vista. Are you talking about upgrading from version 1.3 to 2.0? If so, that is correct. You'll need to uninstall the old version and install the new. I switched Database versions so people wouldn't have to install another file just to run it, plus I couldn't get it to work with 64 bit office users.

I understand you'll lose your BPs entered but there isn't a work around for that. Sorry. I'm adding some functionality to 2.0 that will allow backups of BPs and the ability to import them from csv files, etc so this won't be an issue in the future.

If you don't want to uninstall the old version, download the binary files and just run it from a separate folder.Maximze your Industry Potential! - Get EVE Isk per Hour!

Short version, advanced reactions with the "build basic.." checkbox ticked still doesn't work because it's calculating the profit based on two complex reactors running (twice the output material). It creates really misleading ISK / hr figures when you factor in POS fuel.

The .msi file still says it's for 2.0. Is this the most up to date install?

Yes. I only change the number for significant updates but I always rebuild the install and binary files when I commit any minor build changes.

Is that perhaps why I the autoupdater isn't running on Vista machines? (Also it wants me to uninstall everything and do a reinstall to manually update to the current version, I'm not adverse to doing this but don't want to have to reenter all my BP data).

I'm not sure why the updater won't run on Vista. Are you talking about upgrading from version 1.3 to 2.0? If so, that is correct. You'll need to uninstall the old version and install the new. I switched Database versions so people wouldn't have to install another file just to run it, plus I couldn't get it to work with 64 bit office users.

I understand you'll lose your BPs entered but there isn't a work around for that. Sorry. I'm adding some functionality to 2.0 that will allow backups of BPs and the ability to import them from csv files, etc so this won't be an issue in the future.

If you don't want to uninstall the old version, download the binary files and just run it from a separate folder.

Nope this is upgrading from one version 2.x to another version of 2.x. I finally bit the bullet last night an uninstalled.

Short version, advanced reactions with the "build basic.." checkbox ticked still doesn't work because it's calculating the profit based on two complex reactors running (twice the output material). It creates really misleading ISK / hr figures when you factor in POS fuel.

edit: the specific reaction I was looking at was Ferrogel

Also, a suggestion:It would be convenient if we could see and edit the prices of items in the reactions tab, without having to go to the "update prices" tab every time

Hmm, ok can you do the math for me? I'm double checking it and not seeing an issue. Appreciate your help in getting it correct.Maximze your Industry Potential! - Get EVE Isk per Hour!

Nope this is upgrading from one version 2.x to another version of 2.x. I finally bit the bullet last night an uninstalled.

OK that's an issue. I'll do some research on vista. Not having issues with Win 7 and XP. Does it give a specific error or just "can't update?"

I was having problems upgrading under Win 7, i forget the error description, but i just went to check, this time it downloaded and installed the update and its stuck at the opening graphic showing program name and version. (ill reinstall)

You might find it useful to add a minor version number for bugfixes, so 2.0.x, that way people can tell you more precisely what version they are reporting bugs in.

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